GM Tyranius Age of Ashes (PF2E) (Inactive)

Game Master Tyranius

Tactical Map
Treasure Sheet
Macros
Ruling Citadel Alterein
Hero Points (Max 3): Cabaguil (3); Cuthberwyn (1); Ðakaþos (3); Dori (2); Kelvin (0); Raspar (3)


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Male Human

Cabaguil welcomes other's eyes on the doors, and steps well back when Raspar and Kelvin get to work on the door.

He raises his dagger in defense, trying to be ready for anything that might leap through the open door!

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Shifting out of the way, the group allows Kelvin to get to work as Raspar puts his crowbar off to the side. Pulling out a neatly organized kit Kelvin takes a couple moments setting up a small mechanism to pull on the bolt through the narrow gap. Slowly, the bolt slides loose enough that kelvin is able to quietly open the set of double doors.

This dingy room is littered with toppled bunk beds and broken furniture, and doors too small but more private bedchambers hang open along the western and southern walls. In the room's center, bed frames are stacked upon each other to form a sort of fort, with filthy and ripped bedding draped over the top to form its ceiling and walls. Garbage litters the outskirts of the fort like some sort of trash moat.

This room was once a hostel-like barracks for low-ranking Hellknights and recruits, called Armigers, with small private rooms along the wall to the west for higher-ranking knights, and more plush rooms for the leaders in the rooms to the south.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Expecting a warm and friendly goblin greeting, Raspar moves into the room, not expecting treachery or attack. He trusts that Warbal is worried, but also doesn’t have too much reason to believe anything worrisome about the goblin tribe just yet.

”Hello? Goblins?! We’re friends!” He keeps his eyes open for friends he hasn’t met yet. He climbs up on the green bed to get a better look around.

1d20 + 4 ⇒ (6) + 4 = 10 Perception

Can’t move on map now, but on green bed.


Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

Moved Raspar, Cuth enters too.

Rather unkempt, Cuth notes while moving over to the other side. But that's not unusual for goblins; they don't always have a clear grasp of what is considered to be socially acceptable with other ancestries.

He inspects his side of the bed fort.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8


Male, Elf (Seer) | HP 306/306 AC: 47 (Slash Resist 3) | F: +33 (Juggernaut) R: +34 (Evasion), W: +27 (Bravery) | Perception: +27 (M, Low-Light Vision) Default Exploration: Scout | Speed: 40' (Daily Longstrider)

"Well, that's one way to do it." Dak enters too, scanning for magic and keeping his eyes sharp. Is it reasonable to make both a Perception and Detect Magic sweep?


Male Human

Cabaguil enters the building, dagger held shakily in front as he advances with the others.

(Seek is a single action (though it can be more), and Detect Magic is two actions. So I think you can do both at the same time assuming you’re not moving or we’re not in rounds. It might vary by room too.)

He casts Detect Magic and starts to look around.
Perception: 1d20 + 5 ⇒ (7) + 5 = 12

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Stealth: 1d20 + 6 ⇒ (17) + 6 = 23

While those are normal actions in a combat round we are more in the exploration mode at the moment which would have those as two separate actions. You could either detect magic or search. Exploration options

Both Cabaguil and Ðakaþos don't sense any magical auras around the fort or the larger room, though that doesn't mean there isn't anything of use in the smaller side rooms.

Raspar and Cuthberwyn call out for the goblins and receive no answer from within. Climbing up onto the bed the pair peek in. Raspar is bushwacked as a goblinoid-type creature bursts from the darkest corners of the fort, grabbing at him with a snarl.

This creature resembles a twisted shadow puppet’s silhouette, a wild thing of flared black and brown fur whose pelt juts out from its body at freakish angles. The crouching shadow’s ears are large and floppy, draping shoulder-length, adding to the creature’s unnatural shape. Its eyes are too big for its head. Its panting mouth is filled with bristly needle-teeth spider-webbed in disgusting strands of yellowish saliva, all vibrating to the tune of its wheezing breath. Society to ID

Init:

Cabaguil: 1d20 + 5 ⇒ (10) + 5 = 15
Cuthberwyn: 1d20 + 7 ⇒ (4) + 7 = 11
Ðakaþos: 1d20 + 5 ⇒ (20) + 5 = 25
Dori: 1d20 + 5 ⇒ (15) + 5 = 20
Kelvin (Stealth): 1d20 + 4 ⇒ (16) + 4 = 20
Raspar: 1d20 + 4 ⇒ (11) + 4 = 15
Bugbear (Stealth): 1d20 + 6 ⇒ (18) + 6 = 24

Round 1
Ðakaþos (12/17; Wounded 1)
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Monster
----------------------------------------------
Dori (23/23)
Kelvin (17/20)
Cabaguil (14/14)
Raspar (17/17)
Cuthberwyn (15/18)

Radiant Oath

HP 250/250| AC 39 (41 with raised shield)| Fort +26, Refl +23, Will +27 | Perc +24 (+26 int) (darkvision) |Resist: 7 fire, 4 slashing Acid 4, Cold 4, Elec 4, poison 4

Dori isn't sure how to take Kelvin's 'skills.' They seem rather 'un-dwarven' of him... BUT, he can't argue with results. "Not the typical Dwarven approach," he says gruffly." but it does save us the bruises of breaking the door down." He moves into the room with a nod; axe and shield at the ready.


Male, Elf (Seer) | HP 306/306 AC: 47 (Slash Resist 3) | F: +33 (Juggernaut) R: +34 (Evasion), W: +27 (Bravery) | Perception: +27 (M, Low-Light Vision) Default Exploration: Scout | Speed: 40' (Daily Longstrider)

Ðakaþos moves with a start, "What the hell?!" He tries to make sense of his foe before moving in.
Society: 1d20 + 3 ⇒ (1) + 3 = 4 Though technically shouldn't that be secret because I definitely crit failed...

"Whatever ye may be, I wager you bleed." He steps forward and swings his hand and a half blade: ATK: 1d20 + 10 ⇒ (10) + 10 = 20 for DMG: 1d12 + 3 ⇒ (5) + 3 = 8


Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0
Ðakaþos wrote:
Though technically shouldn't that be secret because I definitely crit failed...

It should, but I plan to rely on my players to properly roleplay that when they blow it when I GM, like we do with Diplo checks and how we narrate melee misses and such. If they're not willing to do that I'd probably roll for the rest of that table but likely won't want to table with them again after that.

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Ðakaþos doesn't recognize this sort of overgrown species of goblin at all, though he only catches a glimpse of it as it springs forth from the pillow fort.

Ðakaþos bastard sword slashes across the creature's furry arm as its wheezing breaths produce a painful snarl.

Athletics vs Raspar Fort DC 16: 1d20 + 7 ⇒ (19) + 7 = 26 Critical success

The larger goblin leaps at Raspar, quickly restraining him with immense strength. He finds himself quickly pinned as the goblin punches him in the face.

Fist vs Raspar AC FF AC 16: 1d20 + 10 ⇒ (7) + 10 = 17
Damage (Nonlethal): 1d4 + 4 + 3 ⇒ (2) + 4 + 3 = 9

Fist vs Raspar AC FF AC 16; Agile: 1d20 + 10 - 4 ⇒ (7) + 10 - 4 = 13
Damage (Nonlethal): 1d4 + 4 + 3 ⇒ (2) + 4 + 3 = 9

Raspar is mauler as the creature's slobber trails all down his face. The hot and heaving breathe heavy in his ear as it croaks out broken common. "Mmmmy Fooorrrt."

Round 2
Ðakaþos (12/17; Wounded 1)
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Monster (-8)
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Dori (23/23)
Kelvin (17/20)
Cabaguil (14/14)
Raspar (8/17)
Cuthberwyn (15/18)

Radiant Oath

HP 250/250| AC 39 (41 with raised shield)| Fort +26, Refl +23, Will +27 | Perc +24 (+26 int) (darkvision) |Resist: 7 fire, 4 slashing Acid 4, Cold 4, Elec 4, poison 4

Dori rushes forward, "Khazâd ai-mênu!" booms in the small room as he swings twice at the thing.
attack: 1d20 + 6 ⇒ (8) + 6 = 14
damage?: 1d8 + 3 ⇒ (6) + 3 = 9

attack: 1d20 + 1 ⇒ (8) + 1 = 9
damage?: 1d8 + 3 ⇒ (4) + 3 = 7

He then positions himself to protect Raspar.

Retibutive strike:

Dori takes the next three points of damage from Raspar. The dealer of the damage is also attacked...
attack: 1d20 + 6 ⇒ (13) + 6 = 19
damage?: 1d8 + 3 ⇒ (8) + 3 = 11


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M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Okay, posting some relevant rules to help explain things. Raspar is restrained because of the bugbear's crit.

Restrained:
RestrainedYou’re tied up and can barely move, or a creature has you pinned. You have the flat-footed and immobilized conditions, and you can’t use any actions with the attack or manipulate traits except to attempt to Escape or Force Open your bonds. Restrained overrides grabbed.

Escape action:
ESCAPE [one-action] You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait).

Round 1

Action 1: Escape.
Action 2: Escape or draw.
Action 3: Escape or attack.

Rasp smiles as he is smashed in the face, a bit of blood running down his nose.

I bleed for you!

He tries to wriggle free.

1d20 + 6 ⇒ (16) + 6 = 22 Acrobatics

Then he tenses his back muscles, again trying to escape the bugbear's grasp or he will draw a starknife.

1d20 + 6 ⇒ (1) + 6 = 7 Athletics

If he has his weapon, he will attack, otherwise he will try to escape again.

1d20 + 6 ⇒ (1) + 6 = 7 Athletics or Attack
1d4 + 3 ⇒ (2) + 3 = 5 damage

Rasparations:

AC: 18 +2 with shield action.
Fort/Ref/Will: 6/6/6
HP: 8/17

Focus: 0/3
Hero Points: 1
Speed: 25'


Male Human

Round: 1

Status:
AC: 14 HP: 15/15 Hero Points: 1
Weapon Equipped: Dagger
Conditions: None
Spooky: 5/5hp, Fast Movement, Life Link
Spells Spell attack +7 (T), Spell DC’s 17 (T)
Bloodline Focus: Diabolic Edict* (Focus Points: 1/1)
Cantrips: Detect Magic, Light, Prestidigitation, Produce Flame*, Read Aura
First Level: (3/3) Charm*, Heal, Purify Food and Drink

Cabaguil too tries to ascertain what they face (•>). If he learns anything of note, he immediately shares it.
Social: 1d20 + 5 ⇒ (9) + 5 = 14

Then he tries to blast it casting Produce Flame (•>>) and summoning up fire from the depths of hell! (or at least heck)
Produce Flame: 1d20 + 7 ⇒ (9) + 7 = 16 Damage (Fire): 1d4 + 4 ⇒ (2) + 4 = 6

"Let go of Raspar!"

(It occurs to me I have no idea what the penalties are for shooting into combat but I think maybe none, and cover is now an AC adjustment - do you want us to note cover penalties? Cover (link) is a little different now and more in the DM's wheelhouse.)


Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

Raspar has had a rough couple of days...

Society: 1d20 + 5 ⇒ (20) + 5 = 25 Cuthberwyn is trained in Goblin Lore, if that might offer a modifier.

Cuth tries a color spray angled so as to not get any of his companions. DC 16 Will

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From what I could also tell, firing into melee is also no longer a penalty. You can add cover into your rolls if you want as allies and foes do still provide cover. If not I'll check and get it added in. Whether you do a penalty on your roll or I add it to their AC it all has the same outcome in the end.

Dori blocks a few of the claws from digging into Raspar as the dwarf's blade slices into the goblin's hand in retribution. Cabaguil thinks he recognizes what they face but the goblinoid descends back into the darkness of its fort as Dori wounds it, jerking Raspar down in front of it's face.

Cabaguil's hand bursts into flames. He tosses a small ball of fire into one of the mattresses as the flames stick to it like some bit of burning pitch.

With the creature's hand injured Raspar is just able to wriggle free from it's hold. Grabbing ahold of his starknife Raspar slashes at it, cutting a mattress wide open.

Cuthberwyn instantly recognizes the foe as a bugbear. Bugbears are known to remain quite stealthy as they bushwhack targets Grab and strike, mauling them to deathDeals extra damage if grabbed. Cuthberwyn sends a spray of colors inside the fort.

Will save DC 16: 1d20 + 5 ⇒ (14) + 5 = 19

The bugbear looks a bit dazzled as the colors cascade across the side of its face.

Round 2
Ðakaþos (12/17; Wounded 1)
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Bugbear (-19; dazzled everything concealed)
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Dori (23/23)
Kelvin (17/20)
Cabaguil (14/14)
Raspar (11/17)
Cuthberwyn (15/18)


HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

Action 1: Stride
Action 2: Stride
Action 3: Strike

Kelvin rushes in, looping around to find an advantageous position. He then swings his morningstar, aiming for a vital organ!
Strike vs Flat-footed: 1d20 + 7 ⇒ (10) + 7 = 17
Damage (B/P): 1d6 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8


Male, Elf (Seer) | HP 306/306 AC: 47 (Slash Resist 3) | F: +33 (Juggernaut) R: +34 (Evasion), W: +27 (Bravery) | Perception: +27 (M, Low-Light Vision) Default Exploration: Scout | Speed: 40' (Daily Longstrider)

Calmly, coldly, Ðakaþos quips, "Your death is at hand." The swing is extremely powerful, and aims for the base of the neck.

ATK: 1d20 + 10 ⇒ (19) + 10 = 29 for DMG: 1d12 + 3 ⇒ (6) + 3 = 9 plus If Crit: 1d12 + 3 ⇒ (5) + 3 = 8

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Kelvin's morningstar crunches bones as the weapon strikes ribs. Ðakaþos raises his blade, aiming for the base of the neck, his bastard sword cleaving the bugbears hear right from its body.

Any valuables that were left in the open barrack are long looted and gone. Though this is one room with a lot of side rooms. Many of you already began searching or using detecting magical auras in the area. Below are the perception checks for all the tiny off shoot rooms.

DC 18 Perception (Smaller private rooms):
However, in the smaller private bedchambers to the south, there are still a few hidden items of note, a lesser tanglefoot bag and a lesser flask of bottled lightning.

DC 15 Perception (Middle Bedchamber):
In the middle bedchamber you find a potion. 10 minutes and either a Religion or Nature check to ID

DC 20 Perception (Eastern Bedchamber):
In the eastern bedchamber you find a wolf's fang. 10 minutes and nature to ID

DC 15 Perception (Central Room):
To the west, in the central room you find 2 flasks of holy water and a wooden shield.

Player Status:

Ðakaþos (12/17; Wounded 1)
Dori (23/23)
Kelvin (17/20)
Cabaguil (14/14)
Raspar (11/17)
Cuthberwyn (15/18)


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Raspar wipes the blood off his nose, smiling despite the bloody nose. He takes a moment to whisper a silent prayer to some god(dess). -1 Focus, +6 hp.

He will also examine the corpse of the bugbear for loot.

1d20 + 4 ⇒ (19) + 4 = 23 Perception

"I found this!" Raspar brings back and hands off a lesser tanglefoot bag and a lesser flask of bottled lightning. "And a note. I will read it if I can."

1d20 + 4 ⇒ (4) + 4 = 8 Perception
1d20 + 4 ⇒ (8) + 4 = 12 Perception
1d20 + 4 ⇒ (1) + 4 = 5 Perception


Male Human

Perception: 1d20 + 5 ⇒ (15) + 5 = 20 vs DC 18 (smaller private rooms)
Perception: 1d20 + 5 ⇒ (2) + 5 = 7 vs DC 15 (middle bedchamber)
Perception: 1d20 + 5 ⇒ (8) + 5 = 13 vs DC 20 (eastern bedchamber)
(Already failed the central room check.)

Cabaguil looks around, finding little as his attention is within. I threw fire! I threw fire!

He's very excited. It's the first time in his life he's ever done that... in battle. And he didn't burst into flames himself! Nor did he have the urge to target his allies. He was in control. The whole time.

Whew... he thinks to himself as he casually glances in each of the rooms.

By the time the party meets again in the main chamber, he's more alert and ready to go. "So which way next do you think? Might be we finish this wing before heading to the center? Or is it better to go for the throat first in such circumstances?"

He particularly looks at Kelvin, who seems to have some experience in such matters.

Radiant Oath

HP 250/250| AC 39 (41 with raised shield)| Fort +26, Refl +23, Will +27 | Perc +24 (+26 int) (darkvision) |Resist: 7 fire, 4 slashing Acid 4, Cold 4, Elec 4, poison 4

"a masterful stroke that was, my Elf Friend!" Dori strikes Dak squarely on the back with a smile.

He takes a look around the rooms
perception: 1d20 + 5 ⇒ (16) + 5 = 21
perception: 1d20 + 5 ⇒ (9) + 5 = 14
perception: 1d20 + 5 ⇒ (11) + 5 = 16
perception: 1d20 + 5 ⇒ (2) + 5 = 7

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Hehe, there is no note Raspar. Just items of note.

Radiant Oath

HP 250/250| AC 39 (41 with raised shield)| Fort +26, Refl +23, Will +27 | Perc +24 (+26 int) (darkvision) |Resist: 7 fire, 4 slashing Acid 4, Cold 4, Elec 4, poison 4

Dori points out the alchemical items in the room and hands them to Cabaguil.

"these seem like something you could use..."

He moves with Kelvin to the door to the east.

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As the group continues to look about the pair of dwarves open a series of doors to the north.

This narrow corridor stretches around the octagonal center of the keep, and is divided into segments by doors leading through this level of the towers or into interior rooms. Here and there, a few remaining paintings of dour-faced Hellknights still grace the walls between high, narrow windows that let in limited light.

DC 13 Society:

These hallways were always utilitarian, and have only become bleaker since the citadel was abandoned. They provide access to both the northern and southern wings of the keep; the northern wing was once reserved for public trials and functional Hellknight offices, while the southern wing held the knights’ living, eating, and training spaces.


Male Human

He thanks Dori for the items, and looks at them quizzically. What are these?

He takes some time to figure it out and plans how he might have greater effect. He grins at the thought of throwing the electrical bomb. "hehehe."

Society: 1d20 + 5 ⇒ (5) + 5 = 10

Cabaguil looks up at the paintings, "Now that's a sour-pussed lot. Why do Hellknights never look happy?"

He follows the dwarves forward, carrying the tanglefoot bag, and sheathing his dagger for now.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Raspar pads after the dwarves and turns south at the fork. He decides this place might not be safe and dons his wooden shield, keeping a starknife in his other hand.

1d20 + 6 ⇒ (10) + 6 = 16 Stealth

Raspar isn't trying to be stealthy or quiet, but just naturally is by virtue of him not being a big goon. He's small, unshod, and stable and just not that jangly.


HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

"Got a lot to say about the elf's strike, Dori? Guess you didn't see my handiwork that make it possible?" Kelvin grins, bantering with the old dwarf. "Your eyes must be clouding from all those years!"

Seeing Raspar pad forward, the dwarf nods. "He's got the idea," he says, sneaking forward
Stealth: 1d20 + 4 ⇒ (16) + 4 = 20

Radiant Oath

HP 250/250| AC 39 (41 with raised shield)| Fort +26, Refl +23, Will +27 | Perc +24 (+26 int) (darkvision) |Resist: 7 fire, 4 slashing Acid 4, Cold 4, Elec 4, poison 4

Dori moves to follow the two 'scouts' at a reasonable distance.

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Scouting the hallway you find similar paintings of the same four faced Hellknights hanging on the walls.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Seeing nothing of interest this way, Raspar spins on his bare feet, returning to the first room and the door on the left.

When others are ready, he will open the door.

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As everyone gathers back up, Raspar spins on his heels and heads back to the Bugbear fort. He quietly opens the door to the west and finds the Kitchen!

A dust-covered, black wooden countertop runs along the walls of the southwestern end of this galley-style room. It clearly was once a kitchen, but its cupboards and shelves were stripped of most tools and provisions long ago.

There are cabinets underneath the table here, as well as shelves running the length of the walls above it.


HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

Kelvin hustles back with Raspar. As he passes Dori he says, "Seems this guy ain't one for commitment. Can't hardly blame him in this case, I suppose."

He plunks himself in front of the kitchen door after Raspar opens it, then sneaks in and places himself in a corner, morningstar ready to brain anything dangerous.

Assuming nothing dangerous springs out, he waves the group in.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

A kitchen, of all places! Then again, why not. Even goblins and Hellknights have to eat at some point, Raspar figures.

The dwarfs mutter something amongst themselves he can't quite make out, and he briefly worries they don't like him or are making fun of him. He did have a bit of a rough time these past few days.

Focusing again on the kitchen, there doesn't appear anything useful left, but just in case, he searches the cabinets and drawers for anything useful... or delicious.

1d20 + 4 ⇒ (15) + 4 = 19 Perception


Male Human

Cabaguil pokes his head in as well and helps Raspar look around by helpfully suggesting areas he might have missed. "You might try that breadbox. Could be something there."

Perception: 1d20 + 5 ⇒ (2) + 5 = 7 (Aiding Raspar's roll, or really just being annoying...)

He's unsure which of the next two doors should be tried. He leans North, but Westward looks good too. He waits for wiser heads than his own to make such weighty decisions.

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Raspar and Cabaguil begin digging through all of the drawers and breadbox. The wooden draws open stiffly as they were not set in the tracks right for some time now.

Most of the provisions and supplies left here are rotted and ruined. A spider crawls across Cabaguil's hand as he slides the breadbox open. he gives it a good smack, killing it instantly. Though there isn't much the pair think they might be able to salvage a few things. Specifically, there are enough loose herbs and oils remaining in storage jars to make two antidotes. Though someone must have the Alchemical Crafting skill feat to craft the antidotes. Further, in a cabinet that looks like it once contained simple medical remedies, there are two doses of arsenic.

Raspar notices a small scratching sound, opening another drawer thousands of spiders begin to pour out of the crevices. The interior wooden dividers between the cabinets have long fallen into rot, and so the space underneath the countertop is uninterrupted. Swarms of fat, red spiders have taken up residence in this cool, dry place. Nature to ID

Init:

Cabaguil: 1d20 + 5 ⇒ (5) + 5 = 10
Cuthberwyn: 1d20 + 7 ⇒ (7) + 7 = 14
Ðakaþos: 1d20 + 5 ⇒ (15) + 5 = 20
Dori: 1d20 + 5 ⇒ (5) + 5 = 10
Kelvin (Stealth): 1d20 + 4 ⇒ (10) + 4 = 14
Raspar: 1d20 + 4 ⇒ (17) + 4 = 21
Spider Swarm: 1d20 + 4 ⇒ (1) + 4 = 5

Round 1
Raspar (17/17)
Ðakaþos (12/17; Wounded 1)
Cuthberwyn (15/18)
Kelvin (17/20)
Cabaguil (14/14)
Dori (23/23)

---------------------------------------------
Spiders
---------------------------------------------


Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

Nature: 1d20 + 4 ⇒ (8) + 4 = 12

Cuthberwyn will share all he knows.

The gnome lets out an Eep! and retreats back down the hallway. Turning back to his companions, he calls out, I fear I have little to help here, though a casting of grim tendrils might have some impact, if you will clear the way and let me try. He then will Take Cover behind the corner.


HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

Action 1: Strike
Action 2: Strike
Action 3: Stride

"Nine Hells! Away with you, vermin!"

Having been ready for trouble, Kelvin puts his morningstar to use.

Attack vs Flat-footed (Surprise Attack): 1d20 + 7 ⇒ (12) + 7 = 19
Damage (B/P): 1d6 + 4 + 1d6 ⇒ (5) + 4 + (1) = 10
Attack vs Flat-footed (Surprise Attack): 1d20 + 2 ⇒ (15) + 2 = 17
Damage (B/P): 1d6 + 4 + 1d6 ⇒ (4) + 4 + (1) = 9

He then moves out of the room so that Cuthberwyn can do his thing.


Male, Elf (Seer) | HP 306/306 AC: 47 (Slash Resist 3) | F: +33 (Juggernaut) R: +34 (Evasion), W: +27 (Bravery) | Perception: +27 (M, Low-Light Vision) Default Exploration: Scout | Speed: 40' (Daily Longstrider)

Having never before fought so many creatures at once, Ðak strides forth and swings wildly with his blade in a sweeping motion:

Foreswing: 1d20 + 10 ⇒ (12) + 10 = 22 for DMG if hit: 1d12 + 3 ⇒ (12) + 3 = 15
Backswing: 1d20 + 5 ⇒ (14) + 5 = 19 for DMG if hit: 1d12 + 3 ⇒ (10) + 3 = 13

Fire! Alchemist's fire! Anyone?!"


Male Human

Round: 1

Status:
AC: 14 HP: 15/15 Hero Points: 1
Weapon Equipped: Lesser Tanglefoot Bag, Lesser flask of bottled lightning
Conditions: None
Spooky: 5/5hp, Fast Movement, Life Link
Spells Spell attack +7 (T), Spell DC’s 17 (T)
Bloodline Focus: Diabolic Edict* (Focus Points: 1/1)
Cantrips: Detect Magic, Light, Prestidigitation, Produce Flame*, Read Aura
First Level: (3/3) Charm*, Heal, Purify Food and Drink

"Well, that's unpleasant."

Cabaguil draws the Lesser Bottled Lightning (d6/1 electrical damage and flat footed) (•>), flings it at the spiders hoping to get both swarms (•>) and he retreats from the immediate battle to let others in.

Lesser Lightning: 1d20 + 1 ⇒ (17) + 1 = 18 Damage: 1d6 ⇒ 1 +1 splash.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Round 1

Action 1: Draw starknife. No, not the burnt one. An mostly unused one.
Action 2: Strike.
Action 3: Strike with shield.

Raspar lets out a yelp when he opens a drawer just to be faced with a swarm of spiders. His heart starts racing, and his hand instinctively reaches for his starknife. He tries to hack and stab in the direction of the spiders, in an earnest but perhaps misguided attempt to get them away from him, his clothes, and his face.

He draws his starknife, then slashes at the spiders.
1d20 + 6 ⇒ (13) + 6 = 19 to hit;
1d4 + 3 ⇒ (4) + 3 = 7 slashing damage.

And seeing that that is less effective, he smashes with his shield, really trying to put his shoulder into it.
1d20 + 6 - 5 ⇒ (11) + 6 - 5 = 12 to hit;
1d4 + 3 ⇒ (1) + 3 = 4 blunt damage.

Rasparations:

AC: 18 +2 with shield action.
Fort/Ref/Will: 6/6/6
HP: 0/17

Focus: 0/3
Hero Points: 1
Speed: 25'

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Raspar grips his starknife and begins slashing at the mass of spiders, While it goes through a few hundred they mostly seem unaffected. DR, though a little did go through. With the spiders mostly scattered for a moment Raspar's shield scrapes against the stone floor.

Ðakaþos slashes his own blade in a large sweeping motion which tends to dissipate the swarm as they scatter back into crevices of the rotting wood.

Cuthberwyn runs away, ducking behind cover as his fear of spiders overwhelms the little gnome while Kelvin stomps in beside Raspar, his morningstar crushing the little pests by the hundreds. With a few more stomps of his boots the spiders are gone just as quickly as they appeared.

@Cabaguil- Save your bottled Lightning.

Player Status:

Raspar (17/17)
Ðakaþos (12/17; Wounded 1)
Cuthberwyn (15/18)
Kelvin (17/20)
Cabaguil (14/14)
Dori (23/23)


Male, Elf (Seer) | HP 306/306 AC: 47 (Slash Resist 3) | F: +33 (Juggernaut) R: +34 (Evasion), W: +27 (Bravery) | Perception: +27 (M, Low-Light Vision) Default Exploration: Scout | Speed: 40' (Daily Longstrider)

"Fascinating." The erudite warrior looks about. "Anyone currently bleeding, poisoned, or intestinally too infirm to look about?"


Male Human

Cabaguil is about to throw his flask when the party stomps the bulk of the creatures back into the darkness from which they came.

He smiles and puts his flask away again. "Well done."

He peers into the hole from which they came to see what, if anything, they might have been guarding.

Perception: 1d20 + 5 ⇒ (1) + 5 = 6

Not getting to close in case there are more, he gets hung up watching a survivor as it scurries around a little before giving up the search.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

You could possibly accuse Raspar of being easily startled. However, while disgusted, he certainly isn't *afraid* of any spiders. He nods to Kelvin in appreciation of the dwarf's quick and decisive work, and looks upon the mass of squished and stomped spider bits left behind. It's a sight to behold, and enough to put anyone off their search for food.

He suspiciously scans his surroundings for anything else that might be creeping, crawling, or otherwise move about.

If nothing else comes, and when others are ready, he will open up the north door.


HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

Kelvin grins, proud of his handiwork. He moves to the northern door, checks over the door and gives it a listen, then, crouches silently ready to spring.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Perception:

Cabaguil: 1d20 + 5 ⇒ (5) + 5 = 10
Cuthberwyn: 1d20 + 7 ⇒ (9) + 7 = 16
Ðakaþos: 1d20 + 5 ⇒ (20) + 5 = 25
Dori: 1d20 + 5 ⇒ (16) + 5 = 21
Kelvin: 1d20 + 6 ⇒ (8) + 6 = 14
Raspar: 1d20 + 4 ⇒ (18) + 4 = 22

This large training chamber holds rows of moldering straw‑filled dummies, many of them wielding wooden replicas of various martial weapons.

This once served as a training area for recruits, known as armigers, who were not yet ready to take part in the live drills the Order of the Nail often held here in the courtyard. The dummies are filled with rotting straw, and some are falling apart.

The wall to the south has crumbled and the room is now open to the outside, leaving this room brightly lit.

DC 20 Society:
Hellknights had a tradition in which armiger recruits would have to pay a tithe by tucking coins into the dummies when their clumsy strikes failed to strike any stationary object. Searching the dummies produces a 20 silver pieces hidden within the stuffing.

Everyone but Kelvin and Cabaguil notice an oddity in the seam of the wall in the southwest corner of the room. There is a secret door!


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Raspar is quick to enter the room, moving to the opening to look outside, as if comparing the outside world to what lay within.

"Mr. Cabaguil? Mr. Cabaguil? What is this place for again? I've never been in a building like this before and it seems odd to have an opening here," Raspar asks, truly not having been in a building like this. In fact, he's spent most of his time outside.

He looks in and out, then in and out again.

"And Cuthberwyn, didn't you say you were an expert on goblins? Why would the goblins want to encamp here? It seems awfully drafty and full of spiders," Raspar asks, sincere in his question.


Male, Elf (Seer) | HP 306/306 AC: 47 (Slash Resist 3) | F: +33 (Juggernaut) R: +34 (Evasion), W: +27 (Bravery) | Perception: +27 (M, Low-Light Vision) Default Exploration: Scout | Speed: 40' (Daily Longstrider)

Society: 1d20 + 3 ⇒ (18) + 3 = 21

Dak's left eyebrow rises, "Hellknights had a tradition in which armiger recruits would have to pay a tithe by tucking coins into the dummies when their clumsy strikes failed to strike any stationary object." The elf then goes over and begins rummaging about. When he pulls away from the dummy, he displays 20 Silver pieces. Yeah, need a Jeff Chapman special right now.

Dak points his large blade towards the irregularity. "Secret door. Always check them first."


Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

EARLIER

Cuth moves back toward the remnants of the spider swarm, a light smile on his face as he hears the satisfactory crunch of the arachnids beneath his boots. He is grateful to his companions for their bravery and spider-vanquishing ability.

★ ---- ★ ---- ★ ---- ★

Capital! Cuth exclaims at Dak's revelation, as he pulls out his whip and snaps it at one of the dummies.
1d20 + 5 ⇒ (1) + 5 = 6 LMAO

His whip tangles itself about the pole of the dummy and he spends a few moments to un-twist it, red in the face. I guess I owe you a silver, he mumbles quietly as he works.

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